Medium Aberration, Lawful Evil
AC 19    Initiative +11 (21)
HP 270 (71d8 + 151)
Speed 30 ft., Fly 60 ft.
Mod Save
STR 16 +3 +10
DEX 19 +4 +11
CON 23 +6 +13
Mod Save
INT 29 +9 +9
WIS 25 +7 +14
CHA 27 +8 +8
Skills Arcana +16, Deception +22, History +16, Insight +21, Perception +14
Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing that is Nonmagical; Blinded, Charmed, Deafened, Exhaustion, Petrified, Poisoned
Senses Blindsight 1000 ft., Truesight 120 ft.; Passive Perception 24
Languages All, Telepathy 1000 ft.
CR 24 (XP 62,000; PB +7)
Traits

Elated Resistance. When Asat Parmad fails a saving throw he may roll a 1d6. On a 6 or 1 he succeeds the saving throw instead.

Anti-Elation. Asat Parmad emanates a aura of bad luck in a 1000 foot emanation around himself. This aura effects any creature of Asat choice and it does not require line of sight. Any Chosen creature with in the emanation is cursed with bad luck and when they make a attack roll or ability checks they reduce the results by 1d6. Additionally when a creature roll a 1 on the d20 or when the result is 1 or below a tragedy happens, and that creature takes 27 (5d10) Psychic damage.

Predicted Outcome. When Asat Pramad is reduced to 0 hit points by a creature, that creature rolls a d20. On a 19 or lower Asat regains all his hit points, he teleports 30 feet to point he can see and all creatures with 30 feet are teleported to a unoccupied space with 30 feet of Asat's choice. For each time this effected tiggers the number needed to be rolled is reduced by 2. This reduction last until Asat Pramad finses a long rest.

Actions

Multiattack. Asat Parmad makes two Dealer Choice attacks or Dice Gambite attacks in any combination. He then uses Spellcasting or Entropie Ravage if posibile.

Dealers Choice. Melee Attack Roll: +16, reach 10 ft. Hit: 32 (4d10+10) Force damage and the target rolls 1d6 and is subjected by one of the following curse's for 1 minute depending on the roll: 1-2, When the creature would regain Hit points they insead take that much force damage. 3-4, Any damage the creature would deal is halved. 5-6, the creatures AC is reduced by 1 for each creature with 15 feet of them. A creature can only be effected by one of these cursed at a time. 

Dice Gambit. Ranged Attack Roll: +16, range 120 ft. Hit: 26 (3d10+10) Acid, Cold, Fire, Lightning or Poison damage and the attack leaps to a new target with in 30 feet of the first. Make attack against the new target and on a hit repeated the process until the attack misses. For each time the attack leaps reduce the attack roll by -4.

Spellcasting. Asat Parmad casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 24):

At Will: Major Image, Tasha's Hideous Laughter (Level 2 version), MisleadHaste, Disguise Self, Invisibility, Bigby's Hand, Modified Memories (Level 9 version), Silence

1/Day Each: Projected Image, Phantasmal Killer, Dominate Monster, Mirage Arcane, True Polymorph, Plane Shift, Dimension Door

Entropie Ravage(Recharge 4-6). Roll a 1d6. On a 1-2 Asat uses Monochrome Silence. On a 3-4 he uses Burning Canvas. On a 5-6 hes uses Dementing Lauther.

Monochrome Silence. Charisma Saving Throw: DC 24, each creature in a 60-foot emanation around a point with 120 feet of Asat Parmat. Failure: 46 (10d8) Necrotic Damage and the creature becomes Petrified until the start of Asats next turn. Success: Half Damage only. Failure or Success: The area loses all its colors and the area is under the effect of the Silence spell until the start of Asats next turn. When a creature is reduced to 0 hit points by this action they become permanently petrified until cured and the imitated area around them stays colorless but not silenced.

Burning Canvas. Constitution Saving Throw: DC 24, each creature in one or more of five 10 foot-wide 100 foot-high zylinder around five points with 120 feet of Asat Parmad. Failure: 55 (10d10) Fire damage and the creature is knocked prone. Success: Half damage only. Failure or Success: These areas become difficult terrain until the start of asats next turn and any creature that ends its turn with in one of these area takes 55 (10d10) Fire damage.

Dementing Laughter. Intelligence Saving Throw: DC 24, each creature with in 90-foot Cone originating from Asat Pramade. Failure: 35 (10d6) Psychic damage and the creature is charmed by Asat until the start of his next turn. While Charmed in this way the creature starts manically Laughing while also becoming incredible Paranoid and treats every creature expected Asat as a Enemy. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using, excepted Asat Parmad. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Success: Half Damage only.

Bonus Actions

Top Deck. Target creature with 120 feet of Asat Pramde rolls 1d20. When thy roll 11 or above Asat uses Good Draw on them. If they rolled below 11, Asat uses Bad Draw on them. When the target is willing Asat can decide the resulted to be what he desires without rolling a dice. 

Good Draw. The creature rolls a 1d6 and gains a benefit depending on the results: 1-2, they are teleported 30 feet to a unoccupied space of their choice. 3-4, they gain temporary hit points equal half their current hit points. 5-6, they gain a 1d6 to all their attack rolls, ability checks and Saving throw until the end of their next turn.

Bad Draw. The creature rolls a 1d6 and suffers a affected depending of the results: 1-2, the creature loses all temporary hit points they have and lose their resistance to damage until the end of their next turn. 3-4, the creature gains the blinded, deafened and poisoned condition until the end of their next turn. 5-6, Asats cast Banishment on them that last until the end of the creatures next turn and it doesn't need concentration.

Reactions

Mean Chaos. Trigger: A creature cast a spell with in 120 feet of Asat Parmad. Responds: That creature roll a 1d8 and the one of the following effects occur depending of the results: 1-2, Nothing happens and the spell is cast as normal. 3-4, The creature takes 22 (4d10) points of damage that is the same as the spell cast or Psychic if the spell deals no damage. 5-6, the spell is countered and creature can't cast this spell again until the end of their next turn. 7-8, The spell is cast but asat decides the target, space or area of effect of the spell. If the spell targets the creature them self it instead targets Asat even when he outside the range of the spell.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Asat Pramad can expend a use to take one of the following actions. Asat regains all expended uses at the start of each of its turns.

Quick Draw. Asat uses his Top Deck bonus action on a creature with in range.

Fold Space. Asat or a willing creature with 120 feet is teleported to a unoccupied space that Asat can see with 120 feet.

Quick Displeasure. Asat uses Spellcasting to cast Tasha's Hideous Laughter (Level 2 version), Silence or Charme Monster.

Description

Some say Asat Pramad is the most human of the Overlords, while others argue he's the least. Rarely seen on the front lines, he prefers to orchestrate from afar — more chess master than warlord, moving his legions with methodical precision.

Worlds that fall under his gaze are consumed by waves and waves of slow, cruel jokes — like the infamous fall of the Ogul ring. Over a century, Asat Pramad advanced his Voidrangers inch by inch, just to force the military line of the resistance into the shape of a single line of text: "Destruction is where laughter ends. It is mourning, not celebration."

Known as the one who destroys Elation, Asat Pramad embraces the title. When his work is done, he scorches a giant smiling face into the surface of every dead planet, as if mocking the very idea of life.

This monster is my interpretation of Asat Pramad from the game Honkai Strail. If you don't no the game that fine just see him as a demi god like figure who intends to wipe out the concepts of joy... With bad luck and Gambling ;) 

Is he potelie unbalanced and the CR does not really fit? maybe but i don't care for balance, i care for fun! 

- The Masked Fool who made this Monster.

Please Excuse my bad Spelling!!

Previous Versions

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Habitat: Planar (Astral Plane)

Uekaranoshi

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